201

(81 replies, posted in Taverna)

Part 3 UP!
Nu mai pot adauga la primul post (am atins maximul de caractere)


Also, post-ul lui Conley de astazi cuprinde, ca sa vezi Alb si Orzhov. Ne potrivim in mare parte, eu am fost mai darnic cu 0.5 in plus la cele mai multe dintre carti insa sunt si cateva carti la care se observa diferente mai mari (Blind Obediance, Boros Elite, Smite, Immortal Servitude etc)
LINK : http://magic.tcgplayer.com/db/article.asp?ID=10975


PART 3 - BLACK & DIMIR
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                                                                                          BLACK

Basilica Screecher
http://media.wizards.com/images/magic/tcg/products/gtc/l83xuhfgpi_en.jpg

1.5 – I know that this bat is trying to act Orzhov but I feel he is at home in Dimir decks. Evasion is all that Dimir decks hope to have. They’ve got plenty  in blue and dimir cards but a few black cards here and there with evasion are welcomed any time. Unlike the Sprite, this flyer can’t turn on the aggressive mode and we’ll just have to be ok with Extort on it which can act as a +1/+1 from time to time. Sadly he is pretty bad at blocking, all 1 / 2’s are. The best thing about the bat is that he will carry enchantments and be encoded a lot so that he becomes from a semi-unplayable card, a sought after one. Still, there are many better 2 drops out there, even for Dimir and Orzhov.

Balustrade Spy
http://media.wizards.com/images/magic/tcg/products/gtc/6ie4ilpo2k_en.jpg

2.5 – I believe that this flyer is a solid one since with its 2/3 stats he can block 2/2’s all day long. Besides blocking, he is a very good attacker by having evasion and 2 power. Its other ability is there just to grind the opponent some more in a grind centric deck (Grind is a mechanic that never got to print – Mark Rosewater intended on having it the Dimir mechanic for Gatecrash but he designed Cipher in the end – still tough, a lot of cards with the grind mechanic were printed in this set)

Contaminated Ground

http://media.wizards.com/images/magic/tcg/products/gtc/1ztn3kk1f6_en.jpg   

0.5 – Some enchant lands are actually good but this one is a bad one. It reminds me of Chronic Flooding, a card that punished new players for thinking only the best case scenario. In truth, Chronic Flooding turned out to be a constructed plant that enabled self mill deck but this this ain’t worth it even in constructed. It is merely a sideboard card at best against 4-5 color decks. Sadly, those decks will run Black and therefore having only the 2 life loss for maybe once in a match but here I’m being optimistic.

Corpse Blockade
http://media.wizards.com/images/magic/tcg/products/gtc/sv4ncxwwk9_en.jpg
2,0 – Only now did I notice there might be a common Defender cycle of 1 / 4’s in GTC.  The white one had extort and was good in Orzhov, the blue one was underpowered but had evolve to grow a little and now we have this defender which I think, it will turn out to be pretty good. Blocking 3/3, 2/3, 2/4 etc and being able to kill those creatures from time to time is relevant enough to play these guys in the most grindiest decks out there (looking at Orzhov but Dimir isn’t known for its short games either)


Crypt Ghast
http://media.wizards.com/images/magic/tcg/products/gtc/5atfjinpng_en.jpg

1.5  – This guy is good but don’t be fooled by its power in constructed. In limited is not where his playground lies. He’s just a bear that ramps you a bit. Not sure if he can be on par with other for drops in the format that have better stats for limited. His ramp will only be relevant from time to time and since you won’t be playing mono-black any time soon then maybe he will just ramp with just 2-3 mana at most. I don’t think I would play this card if my deck doesn’t have at least one or two 6-7 drop.

Death's Approach
http://media.wizards.com/images/magic/tcg/products/gtc/238mhptv53_en.jpg

1.0    – Bad enchantment is bad. He may cost just one mana but sometimes and that’s maybe a lot of times he will just be a blank card. The best deck for him might be one with a lot of removal and when I say a lot I mean over 8-9 pieces. It always wants you to already be in the drivers seat by having already casted a bunch of removal. Not recommended for decks even if your removal is slim.
2.0    – Now I know I have criticized it a lot in the last paragraph but I think I found its place. If you play it with at least 5-6 mill cards it will be viable even though you do not play a ton of removal. Therefore, in a mill deck it will be an all-star and guess what? It will come as a 11th -12th pick so if you go the mill route some bonus cards will be awaiting you at the end of the pack, it seems.


Devour Flesh
http://media.wizards.com/images/magic/tcg/products/gtc/ntfiiz5vzm_en.jpg

3.0  – Devour Flesh is awesome. An edict is an edict and should be treated with respect. The lifegain won’t be that relevant since Dimir wants to win with incremental advantage (mostly card advantage but it can also mill the opponent pretty well) and Orzhov tends to be the grindiest deck of them all. This card should be picked till 4 pack at most so be sure to pick them up for your slow deck.

Dying Wish
http://media.wizards.com/images/magic/tcg/products/gtc/6qakt7vakw_en.jpg

0.0 – Trappy trap card is trap. If you change the T with a C in all instances you get the same thing. We are not in AVR where you would have a big loner out there and once you get that Essence Harvest you just cast it for lethal. That was possible but it did not happen that often. In GTC there aren’t so many big boys surrounding black cards so this one Is just a trap card since it also requires you to have that creature dead. If it would be too big than it might just win the game on its own and it is very possible that your opponent won’t be able to block it to death. It is a really bad card. Thank God it’s uncommon and will not come that often in limited. I wouldn’t want my dying wish to be this card.

Gateway Shade
http://media.wizards.com/images/magic/tcg/products/gtc/3c7ur9svcm_en.jpg

2.5 – The shade is good. Almost any shade is good in limited and this one makes no exception. It is one of the first shades I have seen that can be activated with something other than black, and even for more power. This card will make every 4-5 color deck feel strong. It has the ability to let that player get into the late game with ease. It’s also good in Dimir or Orzhov where you can encode it on get to the late game and tap a lot of lands to give it boost.

Grisly Spectacle
http://media.wizards.com/images/magic/tcg/products/gtc/00tyvpgtmm_en.jpg

3.0 – Grisly Spectacle is a solid removal card. For just 4 mana you get an instant speed removal that gets rid of almost any creature on the battlefield. As a bonus, you get to mill some cards too. As far as I can see, black seems to get a lot of removal this time around, and at common too so maybe it will regain its true power as the best removal color. In the last sets it kinda lacked that since removal was scarce overall and long lasting games weren’t that often played. I would play this card in all my black decks.

Gutter Skulk
http://media.wizards.com/images/magic/tcg/products/gtc/op8bl6byx0_en.jpg

1.0 – Nothing cool about this card to tell. He is a 2/2 bear in a format where black decks are the slowest of them all. I would not play this card in this format unless I don’t have any other ok card to put in that 2 drop slot.

Horror of the Dim
http://media.wizards.com/images/magic/tcg/products/gtc/yuaehtzaoy_en.jpg

1.0 – Seems like that Rubbleback Rhino we had a set ago wasn’t ok leveled in power and Wizards decided to make a black one that requires activation cost for hexproof. I don’t think I would play this card because of its not so great stats on a 5 drop. He can just fill some role from time to time. Best thing to do with it is to enchant it with some ridiculous enchantment because he is I think, the only hexproof-er of the set. Hexproof on demand that is, for one U. 

Illness in the Ranks
http://media.wizards.com/images/magic/tcg/products/gtc/awhhr8evmz_en.jpg

0.5 – Sideboard for limited but not in GTC. There aren’t so many relevant token generators in GTC to make it playable or even sideboard worthy. It will be good in the spring just against Eyes in the skies and shrinking centaur and knight tokens but I don’t think anyone would love to have this in his/her deck.

Killing Glare
http://media.wizards.com/images/magic/tcg/products/gtc/v6k7izopy2_en.jpg

4.0 – Another great removal spell. Maybe the best in the set. I would play this card even in non-black decks. It reminds me of Death Wind but It is a shame it’s an uncommon. It is a very much needed removal spell in a limited and it will not come around so often.

Lord of the Void
http://media.wizards.com/images/magic/tcg/products/gtc/ytnaqsgi03_en.jpg

4.0 – Ridiculous bomb it is. 7/7 flyers for 7 mana would be good on its own but it also mills the opponent and almost always nets you another creature. I’ve found the reason to play Crypt Ghast in limited, seriously (yep, rare and mythic...quite possible indeed). Play this in every black deck you make because 7 mana isn’t something you will never get to . This time around, black is paired with white and blue and has a lot of defensive cards.

Mental Vapors
http://media.wizards.com/images/magic/tcg/products/gtc/t127tqnlwd_en.jpg

0.5 – Weak card in limited. Even repeatable discard is something that is worthless in 50% of the game. Some opponents will just drop anything they have by turn 4-5 and leave you with a 4-mana do nothing. Of course it is great against other controlish decks that try to win by gaining card advantage. I would definitely use after sideboard against those strategies but I’m not sure is worth mainboarding it that often. It feels like Mind Rot at most.

Midnight Recovery
http://media.wizards.com/images/magic/tcg/products/gtc/wxqrlnpnkc_en.jpg

3.0 – Now this is one cipher card I’m eager to try. It is some sort of combo enabler, I feel. It is a Disentomb a turn if played on the correct creature and in a deck with the 1 / 4 defender than can get deathtouch for sacrificing a creature or with other “sacrifice a creature:do that”  it seems like a good card. As I said, repeatable graveyard recursion feels powerful enough to mainboard.

Ogre Slumlord
http://media.wizards.com/images/magic/tcg/products/gtc/6jl9gl8hs8_en.jpg

3.5 – It’s very powerful in a black deck. You’ve seen how many removal spells black holds and this one plays well with black deck strategies. You will slow the game so much that your opponent will  feel  it’s impossible for them to win. It’s that incremental advantage that counts for black decks and this a fantastic card for that. It needs support but it is also good on its own. 3/3 for 5 is good enough to be played and that fact that any creature that dies transforms into a token on your side of the field is great.

Sepulchral Primordial
http://media.wizards.com/images/magic/tcg/products/gtc/ke6zenv9u5_en.jpg

4.0 – Each of these primordials are great in Limited. Even though they were made for EDH they are actually great value in limited too. The black one has the advantage of being in the grindiest color of them all and having one of the most powerful abilities out there for limited. Besides Intimidate with almost guarantees a 5/4 unblockable, it also revives a creature from your opponent’s graveyard and puts it directly onto the battlefield under your control. Very good seven drop

Shadow Alley Denizen
http://media.wizards.com/images/magic/tcg/products/gtc/aknhpcus4v_en.jpg

1.0 – A one-drop that does not impress at all. Gaining intimidate is relevant but I don’t feel is good for the black decks this time around. Maybe in another environment would make more sense.

Shadow Slice
http://media.wizards.com/images/magic/tcg/products/gtc/2690x9cacp_en.jpg

2.0 –Bump in the Nightvariant that feels much more powerful overall. This can turn your black unblockable 1/3’s , 2/2’s into fantastic beaters and can change your game plan all together. It will have its role in an evasion deck. But it only feels good for Dimir decks so it doesn’t pass the 2.5 test.

Slate Street Ruffian
http://media.wizards.com/images/magic/tcg/products/gtc/tjdf072pmm_en.jpg

2.0 – The Ruffian is a bear with a certain upside. He feels like an unblockable card for the first few turns of the game when your opponent will prefer 2 damage instead of discarding a card. After some time though, he will just be a 2/2 like any other bear out there. Still, he does fill a 3-drop spot in the Dimir Deck and will be playe accordingly. Do not play this in Orzhov decks because it doesn’t seem to fit there that well.

Smog Elemental
http://media.wizards.com/images/magic/tcg/products/gtc/kp8zv8uors_en.jpg

2.5 – 6 mana for 3/3 flyer is definitely worth it when it ensure that your opponents flyers are smaller and can trade or get eaten by the Smog. The flavor seems fantastic on this card and its power in limited cannot be denied. Play it in your black decks as often as possible, you will not be disappointed.

Syndicate Enforcer
http://media.wizards.com/images/magic/tcg/products/gtc/7yyz1uilfu_en.jpg

1.5 – A 3/2 extorter for 4 mana. I’m not sure where he works best. It is somewhere between Orzhov and Dimir but for the moment I cannot find that spot where he’s good. But I guess he does wonders in an all Extort deck. That’s right, Orzhov will thrive best when you will assemble a board full of extorters. Having a minimum of 4-5 on the table seems like  powerful extortions.

Thrull Parasite
http://media.wizards.com/images/magic/tcg/products/gtc/kl4nesr3r3_en.jpg

1.0 – If this card gets played in anything it will only be in Extort centred decks that I talked about earlier. Unless you play him in that deck he does not seem too powerful. The pay 2 life ability will very rarely be useful in limited since that’s a Simic thing and Simic has evolve and can just get the counters back pretty 'easy. Also, paying 2 life is not worth it. Maybe in constructed it can be ridiculous against some artifact or Planeswalkers but in Limited he is good only in Extort.deck

Undercity Informer
http://media.wizards.com/images/magic/tcg/products/gtc/gagqof3lss_en.jpg

2.0 – The stats are already great for a 3 drop. What else does it do? It grinds for 1 mana and a creature. The creature cost is kind of steep but it is actually the mana cost that makes it not broken in constructed. Therefore, they had to double cost it like this, otherwise it would have made some infinite combo’s in modern and mill the opponent out with 2-3 pieces assembled. The creature cost, as I said, in limited feels kind of bad but with that “ 3-mana return to hand when dies creature ” you can assemble a 4-mana combo grind, out of a common and an uncommon. It also works good with the cipher card that returns a creature from graveyard to hand. I feel he will be a good piece for the mill deck and will table a lot of the times, making the mill deck much more appealing for draft, unless it will be the deck to beat in the format and everyone will try drafting it which could dilute its power overall.

Undercity Plague
http://media.wizards.com/images/magic/tcg/products/gtc/4n01133uru_en.jpg

2.0 – This card is good only because it has “target player sacrifices a permanent on it”. Repeatable sacrifice a permanent in limited is very powerful but it does not deserve a better grade because in limited, players tend to mana flood a lot of the times and they will sacrifice their lands most of the time. The lose 1 life isn’t all that relevant and the discard a card clause can come in handy but I wouldn’t count on it, just like with the other cipher card that discards a card every turn.

Wight of Precinct Six
http://media.wizards.com/images/magic/tcg/products/gtc/a4jnjrni3w_en.jpg

2.0 – This guy is ideal for Mill decks as a secondary plan if the grind cards fail to win you the game. He can get gigantic if you get to mill at least 5-6 creatures which in limited isn’t that impossible. In a mill oriented deck he will be like a 3.5 because of the great boost that he can get. And by the way, everyone plays at least 9-10 creatures in limited so he can find enough creatures when the opponent is milled.


DIMIR


The secretive guild is back and it has got a lot of power since its last appearence.. There aren’t many guilds in RTR block that can play two strategies and play them both well. Dimir is one of those. Whether you go for the evasion route which Dimir loves a lot by surprising the opponent with unblockable threats that are encoded with some good spells and try gaining as much knowledge as possible (drawing cards, making tokens) or try ripping the opponent out of his clothes (discard his cards, sacrifice his permanents, making him lose life) or go for the milling route with the so many grind and mill cards that are available in GTC is just a matter of choice. Dimir loves to enter the opponent’s mind and reach for as much information as possible and it does that through milling and library manipulation (ex. Dimir Charm). It is a guild of knowledge after all.

Going Dimir requires some alternative pieces:

A)  good evasive creatures (at least 5-6 of them)
B)  at least 3-4 cipher cards
C)  a lot of removal to defend yourself
D)  one – three finishers of choice (6+ mana creatures)

OR

A)  good defensive creatures (with defender or with high toughness)
B) at least 6-7 mill / grind cards
C)  a lot of removal to defend yourself
D)   a few card advantage cards ( cards that draw cards, cards that make opponent discard cards)


Bane Alley Broker
http://media.wizards.com/images/magic/tcg/products/gtc/atyr93aly4_en.jpg

3.0 – I would play this card in Dimir, BUG or Esper decks so that I can find the best cards in my deck . It is not exactly the best card advantage machine but it does have the option of you getting back the cards you exiled with it as long as the Broker doesn’t die. It is very good for exiling extra lands for more value. This card is a great Dimir tool. Don’t get fooled by its silly stats. It can also attack in a BUG deck by activating Bloodrush on one of the monsters in the deck.

Call of the Nightwing
http://media.wizards.com/images/magic/tcg/products/gtc/j8la39uo68_en.jpg

2.5 – Sweet flying tokens are sweet. There is a card that deals with tokens, especially with 1/1 tokens and if a player does draft 2-3 of this card then maybe playing that sideboard card is a legit thing to do. But, in normal games, this card will gain you a lot of advantage once you encode it onto an evasive creature. It provides both a blocker and another great creature for the Encoding process. It enables the first type of Dimir Deck.

Consuming Aberration
http://media.wizards.com/images/magic/tcg/products/gtc/a2ivtdwluu_en.jpg

4.0 – This thing is crazy good in the mill deck. You can have a 20/20 gigantic aberration out there that’s still growing everytime you play a spell. That just does not feel right. Since there is no “exile all cards in a graveyard” card in GTC, this will not ungrow unless you deal with it mano-a-mano. Blocking and trading with it seems impossible after a certain point so there remains kill spells. Be careful to actually kill it because if you just enchant it with something and stop its aggressiveness it will devour your deck with its triggered ability. This is no joke. It will consume you very fast if not dealt with it immediately.

Dimir Charm
http://media.wizards.com/images/magic/tcg/products/gtc/qrevu051ek_en.jpg

0.5 – The Dimir Charm is very bad for Limited. I’ve looked at all abilities a couple of times but they just don’t seem to click for limited. There aren’t many sorceries around in limited, Creatures with power 2 or less that are relevant for the long game are already in Dimir’s colors so playing a mirror is not a real chance in draft and in Sealed you will just prefer to play a better card. Also, selecting one of the 4 cards in either yours or your opponents library does not seem that good because it does not cantrip. You will hate it that its card disadvantage. I feel this card is worse than Rakdos Charm in limited.

Dinrova Horror
http://media.wizards.com/images/magic/tcg/products/gtc/hfr63ma542_en.jpg

3.5 – This card takes an effect of an instant/sorcery from old ravnica and tapes it onto a creature. That is fantastic for limited, I must add. You get double value by playing just one card. 6 mana is the right price for this card and it will be a very good card in many limited decks, not only Dimir ones. It is card advantage in a beast form.

Duskmantle Guildmage
http://media.wizards.com/images/magic/tcg/products/gtc/hxxrj1a4b7_en.jpg

1.0 – This Guildmage is much more better in constructed where it can be build around him, just like Vizkopa Guildmage of the Orzhov Guild. His abilities are really underwhelming in limited and they are overcosted for what a limited player can afford. It seems silly for a mill strategy to start chopping the opponents life total but if that’s how you decided to settle for your strategy then good luck. Maybe with grind cards his first ability can finish the opponent much faster but that’s a matter of chance and not of skill. I won’t play this mage in limited that often. If he would have granted unblockability for UB it would have been good for limited. His second ability is just too expensive for what it does…8 mana – mill 4 every turn.(too slow)

Duskmantle Seer
http://media.wizards.com/images/magic/tcg/products/gtc/cfjgv67awc_en.jpg

3.5 – The ratio between mana cost and stats is perfect. I know it can kill you if you reveal too many expensive spells but you can build your deck accordingly. My advice is to not play him in the mill deck because he is very good at racing and that requires fast evasive creatures in a Dimir deck.

Lazav, Dimir Mastermind
http://media.wizards.com/images/magic/tcg/products/gtc/zi3leei9i4_en.jpg

3.5 – Lazav, on the other hand, is a mythic that fits best in the milling deck. He loves to copy those pesky bombs your opponent has in his/her deck. Without playing mill as a main strategy he will just be an ok card with Hexproof which is relevant because you can play some enchantments on him and ruin the day for your opponent.

Mind Grind
http://media.wizards.com/images/magic/tcg/products/gtc/iu0xzauwx9_en.jpg

3.5 – The supreme mill card. Pay 5-6 for the X and watch your opponent sigh a lot. It can win games on its own but with a little help from other mill cards it can win the games much faster. Play it accordingly with your strategy.

Mortus Strider
http://media.wizards.com/images/magic/tcg/products/gtc/coiklp4xfo_en.jpg

2.5 – This card will never die, as a matter of fact. In limited, paying mana is not that horrible for such a great recursion-er. He will come back and block each and every turn that 7/6 vanilla your opponent has in play. This guy is good at enabling some combos and can block indefinitely as long as he doesn’t face tramplers. Will play him most of the time I go either Dimir of Esper.

Paranoid Delusions
http://media.wizards.com/images/magic/tcg/products/gtc/wjqt0et5b2_en.jpg

2.0 – Mill support card at its best. If you play mill, play this. It will not disappoint. It is cheap, it is effective and does wonders by flushing your opponent’s cards very fast from the top of their library. If you do not play mill however, do not even think of maindecking this card. I don’t think it can win on its own while dissipating your strategy.

Psychic Strike
http://media.wizards.com/images/magic/tcg/products/gtc/b2bjhcwm2e_en.jpg

2.0 – I think this card is the best counterspell for limited that we have in GTC. Maindeck it every time you play mill but is fairly good when you play evasive too.

Soul Ransom
http://media.wizards.com/images/magic/tcg/products/gtc/v1n9eq8w2g_en.jpg

2.0– Soul Ransom is weaker than Mind Control in Limited because it gives your opponent the chance to get his creature back much more easier. Even if his hand is empty when you steal his creature, he will get to draw two cards (most of the time lands) and dump them in the grave as fast as lightning just to get his/her bomb back. I’m afraid this ain’t gonna be a good maindeck card. I requires a lot of discard and the opponent to play enough bombs to be relevant.

Whispering Madness
http://media.wizards.com/images/magic/tcg/products/gtc/67b3byoela_en.jpg

2.5 – Madness is what this card will stir among players because of its powerful effect that sort of resets the hands. It is a mill machine on its own. Getting your opponent for 4-5 cards a turn is fantastic while also playing powerful mill spells. If that’s your strategy then pick this card. If your opponent plays more card drawing cards, play this card so that you can get advantage out of it. It is situational but it is powerful where it needs to be.


--------------------------------------------------------------------------------------------------------------------------------------------------------------END OF PART 3

202

(81 replies, posted in Taverna)

Partea proasta e ca nu prea sunt multe creaturi cu hexproof in format. Am vazut o creatura negra la 5 mana, 3/4 care necesita U pentru activare. Plus, sa nu uitam ca trebuie minim un gate in play. Trebuie luate in calcul mai multe.
Este o carte buna si in anumite circumstante foarte buna insa luata in a vacuum nu e extraordinara.

@ Gyula: Nu cred ca poate fi comparata cu Knightly Valor. Valor are Vigilance si oferea un blocker care putea fi populat. Unblockable e relevant dar condiionat. Ramane sa vedem cum va functiona.

203

(81 replies, posted in Taverna)

vikirosen wrote:
TudorGrigoroaia wrote:

Vorbeam de Boros Elite ca va fi bun in limited si alaturi de selesnya cand iese Dragon's Maze pentru ca se va drafta DGM-GTC-RTR.

DGM nu influenteaza momentan valoarea cartii in limited. Actualmente nu exista DGM deci nu ar trebui sa-ti influenteze decizia. Cand o sa iasa, atunci poti sa revii si sa comentezi ca i-a crescut nota, dar pana atunci nu ai ce comenta la adresa setului urmator.


Cred ca pot spune ce vreau despre o carte. Speculatiile cu privire la un format de draft despre care stim ca va fi folosit si va cuprinde GTC si RTR sunt cat de poate de bine primite in general. Discutia oricum era daca Boros Elite ar fi sau n-ar fi mai bun decat Basilica Guards ca sa merita 2.5. Am luat in vedere si draftul din primavara pentru a arata ca s-ar putea sa aiba o arie mai larga de arhetipuri decat Basilica Guards care nu cred ca va fi bun nici cu Azorius si nici cu Selesnya. Oricum ceea ce scriu eu aici e propria mea speculatie, poti sa o crezi sau nu, tu alegi.






UPDATE LA PRIMUL POST CU BLUE + SIMIC !

204

(81 replies, posted in Taverna)

vikirosen wrote:
TudorGrigoroaia wrote:

Boros Elite poate trebuie notata cu 2.0 dar am zis ca e un 1 drop cu potential si poate va fi jucata in mai mult de atat. O data cu aparitia DGM va putea fi jucat si in selesnya sau alte arhetipuri. Plus, daca vad un Boros Elite first pick si nimic altceva bun voi fi tentat sa il aleg - deci ma atrage in culoarea sa.

Nu esti consistent. Notezi dupa limited sau notezi dupa standard? Cum adica ai ridicat nota pentru ca dupa ce iese DGM va putea fi jucata in alte arhetipuri? Nu cred ca asta are vreun efect asupra notei de limited (actual).

Discutia de aici e strict legata de Limited.
De cativa ani in Limited se poate vorbi de arhetipuri specifice. Cred ca se si chinuie mai mult sa le faca viabile.
Vorbeam de Boros Elite ca va fi bun in limited si alaturi de selesnya cand iese Dragon's Maze pentru ca se va drafta DGM-GTC-RTR.

@Ovi: Am inteles cum ziceai tu sa le cuplez insa am preferat sa merg pe color wheel. Da, negru il voi cupla cu Dimir miercuri.

205

(81 replies, posted in Taverna)

toranaga wrote:

Nu stiu cum au fost seturile trecute, power-ul cartilor comune si necomune punandu-si amprenta. In setul asta cred insa ca 3/5 e o carte care mie personal imi va face cu ochiul, iar basilica ma va atrage mai mult decat Boros Elite (notata cu 2.5), care merge doar intr)o strategie...agressive.
Daca tot ai inceput cu orzhov, cum de nu mergi pe negru, si dimir, apoi albastru si simic, green si gruul, red si boros?

Boros Elite poate trebuie notata cu 2.0 dar am zis ca e un 1 drop cu potential si poate va fi jucata in mai mult de atat. O data cu aparitia DGM va putea fi jucat si in selesnya sau alte arhetipuri. Plus, daca vad un Boros Elite first pick si nimic altceva bun voi fi tentat sa il aleg - deci ma atrage in culoarea sa.

Am inceput cu Alb (prima culoare in ordinea WUBRG stabilita de Wizards si am ales cate o ghilda care sa cuprinda culorea prezentata in acea zi - plus, aveam chef sa comentez Orzhov. Imi place foarte mult cum se prezinta deckul in limited. E genial sa poti sa faci stall atat de mult timp si in acelasi timp sa scazi viata adversarului pas cu pas.

206

(81 replies, posted in Taverna)

@ Gyula: Instanta de alb care previne  damage nu salveaza o creatura in adevaratul sens al cuvantului decat de un burn spell sau in momentul cand adversarul crede ca face un trade cu o creatura de a ta. Cred ca este destul de slaba si ca material de sideboard(ar fi 0.5 in acel caz) deoarece nu ma vad sa vreau sa protejez o creatura de ceva atat de specific (burn/trade de creaturi)
Righteous Charge este Sorcery speed ceea ce o dezavantajeaza foarte mult. Initial credeam ca e instanta si i-am dat 2.5 dar viteza isi va spune cuvantul in cele mai multe meciuri.

@Ovi: Tine cont ca notele reprezinta si un mesaj anume (prevazut la inceput de post). Prin urmare, cartea Basilica Guards are foarte multe cuvinte de lauda din partea mea dar fiind totusi o carte de nisa, jucabila intr-o singura, maxim doua strategii in draft (Orzhov.Esper) am considerat ca nu merita 2.5. Dupa cum vezi la explicatii, 2.5 inseamna deja ca aceasta carte ma atrage in culorile ei daca o vad in primele boostere in draft. Este foarte buna, dar in strategia sa numai.
Cat despre 3/5-ul acela pot spune ca au mai fost cateva carti asemanatoare in ultimele set-uri (aceleasi stats - almost vanilla) si nu au fost prea jucabile. Daca ma gandesc bine, cartea asta vrea sa fie Orzhov prin stats dar are o mecanica de Battalion care o face putin mai jucabila.

Multumesc tuturor pentru pareri. Revin curand cu BLUE + SIMIC.

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(81 replies, posted in Taverna)

nightride wrote:
TudorGrigoroaia wrote:

Recunosc ca am scris in graba. Mi-a luat 3 ore sa fac prima parte si ma gandesc ca tot atat imi va lua si la restul partilor. Voi reveni asupra catorva greseli majore dar la cele minore subscriu la imaginea postata de nelutu... Grammar? Ain't nobody got  time for that. smile)

pai daca vrei sa fie profi, e esential big_smile

Daca vreau sa iau si examenele din sesiunea asta e esential sa nu pierd prea mult timp.
Astept corecturile voastre daca asa insa mai mult m-ar interesa parerile voastre referitoare la carti in sine si nu la text (cred ca toti inteleg ideea).

@ istvy: mersi de notificare la Guardian of the Gateless. Gata, am modificat.

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(81 replies, posted in Taverna)

Recunosc ca am scris in graba. Mi-a luat 3 ore sa fac prima parte si ma gandesc ca tot atat imi va lua si la restul partilor. Voi reveni asupra catorva greseli majore dar la cele minore subscriu la imaginea postata de nelutu... Grammar? Ain't nobody got  time for that. smile)

209

(81 replies, posted in Taverna)

singerete wrote:

Brici Tudor! Da ai timp liber nu gluma smile

Am sa postez si pe pagina GameFlux de pe FB link-ul catre review.

As vrea sa am timp liber. Am taiat trei ore din somn ca sa fac asta ca ziua invat pentru examene...

@all: multumesc pentru feedback. O sa revin cu urmatorul asap.

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(81 replies, posted in Taverna)

Aceasta este prima mea incercare de a face un Limited review la un set. Am hotarat sa il fac in engleza pentru a avea o deschidere mai mare si a-l putea posta si pe alte forumuri. Cine are timp si chef poate sa citeasca mai ales ca oricum avem majoritatea o tema de gandire pe sambata.

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I thought about writing a set review for some time and now here’s my chance. Gatecrash will be my first attempt at writing a set review and I will focus only on Limited because Constructed is too variable between rotations and when new sets enter Standard and I think that saying a card is good now in Standard will only be true for the meta we just had but might not be true for the meta to come. Every decent card has a chance to shine in Constructed nowadays (look at Door to Nothingness, Omniscience etc.)

In my review I will use the LSV/Conley standardized grading system because I find it best fitting and because everyone is already used to it.

This is the system:

5.0: I will always play this card. Period.
4.5: I will almost always play this card, regardless of what else I get.
4.0: I will strongly consider playing this as the only card of its color.
3.5: I feel a strong pull into this card’s color.
3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)
2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)
2.0: If I’m playing this color, I usually play these. (70%)
1.5: This card will make the cut into the main deck about half the times I play this color. (50%)
1.0: I feel bad when this card is in my main deck. (30%)
0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)
0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)
As usual, I caution you to both look at the rating and read the comments, since even cards rated the same might have very different evaluations. Enjoy!


I tend to be a little less critic about most cards because as we all know, every draft format will evolve(mature) given enough time and sometimes even those cards that seem the worst at first glance might have a chance to be a good strategy.(i.e.: Spider Spawning–  Triple ISD draft, Dream Twist – Triple ISD draft, Ethereal Armor – Triple RTR draft)

I’ll comment on the cards In the following order:
1.    White + Orzhov (monday)
2.    Blue + Simic (tuesday)
3.    Black + Dimir (wednesday)
4.    Red + Boros (thursday)
5.    Green + Gruul + artifacts (friday)

                                                                      WHITE


Aerial Maneuver

http://media.wizards.com/images/magic/tcg/products/gtc/s2blzt60xg_en.jpg

1.5 – the Swift Justice of sorts of the Set. Every set nowadays has one like this and actually they see play quite a lot. In AVR, Zealous Strike was a very good combat trick and so was Moment of Heroism in Innistrad. This will not make the deck 100% of the time, but at times, when  you need that 23rd card this might be the best candidate for it. It is a decent combat trick and the fact that it gives the creature flying can act as a finisher, especially in Boros decks.

Angelic Edict

http://media.wizards.com/images/magic/tcg/products/gtc/qxev1gcz8k_en.jpg

3.5 – Removal is removal whether it is expensive or not and unconditional removal might just make the cut in every white deck you will play and because it makes such a good splash it will find itself even in non-Boros, non-Orzhov decks with a Gate or two behind it.  I haven’t  looked yet at the entire’s set removal, but if the removal is weak then Angelic Edict will be a sought after limited card even thought is just a Sorcery Speed one. Sometimes you just have to get rid of those pesky utility, flying or unblockable guys (which we will see, are quite relevant in the set)

Angelic Skirmisher

http://media.wizards.com/images/magic/tcg/products/gtc/geydrm7hlb_en.jpg

3.5 – We don’t know the speed of this format but seeing that only Boros is truly aggressive with Gruul making a distant second such powerful rares are welcomed most of the time. If you open one of these you know you want to play white. This is its power on the player. A 4/4 Flying for 6 mana with big upside, well that’s what we call a limited bomb nowdays. Remember that its ability can be activated during each combat, not only during your own so you can actually choose vigilance while attacking and first strike while blocking on the subsequent turn. Not much to hate about this card except the double white in the cost which actually does make the card playable only in white based decks, but maybe with the release of DGM we will have 5 color draft decks everywhere and this one will be a star.

Assault Griffin

http://media.wizards.com/images/magic/tcg/products/gtc/t4d32of3hb_en.jpg

3.0 – Solid flyer that in the perfect deck can make games end quickly. I think its best place in GTC is in Boros but he can also play defense/offense in Orzhov decks at certain times.  Three power flyers usually have mana cost of 4 or greater and seeing this one at only 4 and being splashable makes every drafter happy to pick it if the decision is to go the aggressive route.

Basilica Guards

http://media.wizards.com/images/magic/tcg/products/gtc/5htsd44dbw_en.jpg

2.0 – Now this card is actually an enabler. If you want to play the Orzhov deck you need to have creatures like this. It does everything you want and more. 1 / 4 stats are quite good at 3 mana and the fact that it extorts is just a bonus that can make the card a rightful finisher in the Orzhov deck. Holding down the Boros attackers is something this card does very well and if I plan on playing the long game, I will always try to find it a place in the deck.

Blind Obedience

http://media.wizards.com/images/magic/tcg/products/gtc/h7rblgpvzo_en.jpg

0,5 – This card might have a place in constructed but In limited it is quite underwhelming. The impact on the board is minimum when it lands and it server little to no purpose in the Orzhov deck since it will cost you a card in the deck and can’t act as defense. This is not a limited intended card but since it’s a rare that’s really ok because we won’t see it that often in boosters.

Boros Elite

http://media.wizards.com/images/magic/tcg/products/gtc/mshrpl53qw_en.jpg

2.5 – I don’t know how to rate 1 drops in limited because they are usually so rarely useful. This one, as an attacker will most of the time have great stats and therefore I think he will make the cut in every Boros-all In deck there will be. This is noRakdos Cackler, it can block when needed and can serve as a battalion trouper as soon as turn 3 when you can have 3 creatures on the battlefield. Seeing as it’s one of the only one drops in Boros, he might just be the piece that binds Boros wining decks in the early turns of the game.


Court Street Denizen

http://media.wizards.com/images/magic/tcg/products/gtc/x6xmjttbf0_en.jpg

1.5 – repeatable tap ability on a 2/2 is definitely something that will see play in limited, especially in a heavy white deck (coupled with red most of the time because the cards is offensive) but since it is a 2/2 for 3 most of the time I don’t think people will look at it in the first 1-6 picks in draft. We will have to see how many white aggressive creatures there are in the format in order to clearly upgrade or downgrade this one.

Daring Skyjek

http://media.wizards.com/images/magic/tcg/products/gtc/lwwem5osbd_en.jpg

3.0  – This one I actually see it played in all Boros decks and along Court Street Denizen when it’s possible. A 3/1 for 2 that can turn flying when you’re pushing for the win. Why yes! Although I personally don’t like games that end on the 4-5th turn of the games there are those that love that and Wizards have to please everyone. When going aggressive, this is one of the best 2 drops you can have (I’ll get to the other one when I talk Boros)

Debtor's Pulpit

http://media.wizards.com/images/magic/tcg/products/gtc/ppg16l9mmu_en.jpg

3.0 – Now I know it’s an enchantment but be careful when reading it because this card can actually help you win games. It is an Orzhov card all the way and will help most Orzhov decks win by stalling forever and ever. You can always stop their biggest attacker or make way for one of yours. All for the cost of just one mana (of course, after you cast it). If I open one of these  I might just try going to long game because it can be fun and I know I have a powerful piece that can help me play a long game. There’s a cycle of Enchant Lands, like in Return to Ravnica, and this one is the only Uncommon of the cycle. That is with good reason, no one would like to play against many of these. They can become a nightmare for the opposing player since it’s hard to get rid of them and they have written on them “you slowly lose the game”

Dutiful Thrull

http://media.wizards.com/images/magic/tcg/products/gtc/9baoz7lzr2_en.jpg

2.0 – The Dutiful Thrull is quite Dutiful when you need him, and that’s in an Orzhov deck. Sometimes you just need that guy that can stop the early attackers. He is the best at doing that as long as the creatures of your opponents don’t have trample. It’s an early solution for Orzhov against some Boros or Gruul decks (without too many early tramplers)

Frontline Medic

http://media.wizards.com/images/magic/tcg/products/gtc/h3jgrtb8kb_en.jpg

3.5 – There’s no excuse to not play this card if you open it Pack1Pick1 and know that you can go the boros route. It can come in handy also if you are already building a Gruul deck and this can make a good splash . It is much better in construced regarding its second ability but in limited you will find that having indestructible attackers feels quite good.

Gideon, Champion of Justice

http://media.wizards.com/images/magic/tcg/products/gtc/ugoh63m1ri_en.jpg

4.5 – In limited, planeswalkers are kings. Whether they are good or bad as cards overall, in limited you will play almost any planeswalker you get. This one is actually quite good in limited because it can grow itself enourmous with its +1 ability since stalemates are quite common in limited play. You will also have ways to protect him by using your own creatures. The ultimate is quite irrelevant but what actually matters is when you make it a creature and turn in sideways.  It will almost always make your opponents block him and lose a creature because by the time you are attacking with him (be it 1 or 2 turn away after casting him) he will be Large (talking 9/9, 10/10 large).

Guardian of the Gateless
http://media.wizards.com/images/magic/tcg/products/gtc/zza31tx469_en.jpg

3 – This one, I feel it is quite an interesting design since it introduces the Gateless storywise, which will have a greater impact in DGM and as a card itself is nothing to scoff at. A 3/3 Flying for 5 at uncommon is good, but when you read its other abilities you realize that it is intended to be used especially in Orzhov decks and can block 4/4’s and trade with them. The fact that it can block any number of creatures can net you a turn till you find that Sweeper (I know there aren’t many but it is possible)

Guildscorn Ward

http://media.wizards.com/images/magic/tcg/products/gtc/wf83m20x8i_en.jpg

1.0    – I will call this card unplayable for now but I’m sure that with DGM it might get some love. There are just not enough multicolored creatures/cards for it to be relevant.  It might be a hidden gem, but as I said, not for DGM but for the set to come where draft is DGM-GTC-RTR.  Don’t play it in GTC limited.


Hold the Gates

http://media.wizards.com/images/magic/tcg/products/gtc/kkxu6rjrst_en.jpg

2.0    – the number of enchantments in this set is quite big and some of them might be marginally playable but others just have that thing that makes your deck good. This one can be quite useful for Orzhov when they plan on lifedraining and attacking here and there while not leaving themselves vulnerable. Don’t get me wrong, I do believe its just an OK card, not reaching higher grounds but in the perfect Orzhov deck it might have a place as the 22nd, 23rd card.


Holy Mantle

http://media.wizards.com/images/magic/tcg/products/gtc/3k9k1zaa41_en.jpg

3.5 – Holy Balloney! If this card is used right It can just easily win the game in 2-3 turns tops. With the removal announcing itself slim, this card is a legit bomb at uncommon and will drive your opponents crazy when they can’t deal with it. It’s still and aura that suffers from the same side effects of other auras but its ups are quite bigger that its down so It will se play especially in Boros decks but other strategies such as Esper will love it too since it can also Cipher something onto it and go to town.

Knight of Obligation

http://media.wizards.com/images/magic/tcg/products/gtc/dktwqdwpom_en.jpg

2.5 – Knight of Obligation is a good card. I don’t think it should have been an Uncommon since we just had a 2/4 flash vigilance common for 4 in RTR but since it seems like a key role player in Orzhov decks its appearances might have been limited just for that. The extort on it does make this card more relevant since it is also an enabler like the 1 / 4 defender common with extort and together they can stop the attacks and drain each turn for some amount.

Knight Watch

http://media.wizards.com/images/magic/tcg/products/gtc/oe9csqdmin_en.jpg

1.5 – This ain’tKnightly Valor, not close. Valor was a 4.0 common for its ability to make a huge beater while also getting material to populate. Gatecrash does not have populate and few mechanics profit from having more weenies in play, the important one being Battalion which might want something else at 5 mana then 2 2/2 vigilance knights. This one will see play but It won’t help decks to much. It is a plant for DGM-GTC-RTR draft.

Luminate Primordial

http://media.wizards.com/images/magic/tcg/products/gtc/8xcbfb8ww4_en.jpg
3.5 – The Primordial cycle is quite good in EDH but is also good in Limited. For 7 mana you get a huge beatstick (4/7 vigilance) and you get to remove the most important threat on the other side of the table. Be sure to first pick that and not regret it. It will not be good in Boros decks but it will shine in Orzhov decks, and since it is quite splashable at 7 mana it can be played in Naya and Esper, three-color combinations that Gatecrash will feature the majority of the time. (more on these later)

Murder Investigation

http://media.wizards.com/images/magic/tcg/products/gtc/yxtqf1k89d_en.jpg

1.5 – Although it can enable some combos, this card is not what you might think it is. It’s only enchant creature you control – and it suffers from being in the color that does not have many big guys. It might be better with simic/gruul because of the bigger power among creatures but still, it wants to enable battalion but does that very poorly. Maybe it will shine but as the format is still young, it won’t see too much play.

Nav Squad Commandos

http://media.wizards.com/images/magic/tcg/products/gtc/68bkgffyh7_en.jpg

1.5 – here we have our first miss on a Battalion card. It is quite underwhelming, it costs a bit too much and the only thing that will make you want to play it in Boros is the fact that it Untaps and the end of combat so that it can block your opponents threats. Maybe I’m not reading it right but in a normal deck it will often be just Azors Elecutors or Thraben Purebloods which are good yet underwhelming cards.


Righteous Charge

http://media.wizards.com/images/magic/tcg/products/gtc/sbjmlo2ue5_en.jpg

1.0    – This is a reprint that fills a hole in a Boros deck. It will finish some games before they should be finished but other times ,you will just wish it was an instant so that you can save one of your creatures. In Boros-attack mode is where this card shines but it need at least a full battalion active in order to be a beating and it can be disrupted by removal especially when trying to alpha. Being a sorcery is actually relevant because the opponent will have that gap the answer properly.


Shielded Passage

http://media.wizards.com/images/magic/tcg/products/gtc/opzfzqn62b_en.jpg

0.0    – If this cards would have said “Target creature gains protection from chosen color” It would have been good. Stave off was definitely a good card but as this is I do not see myself wanting to play it and whoever does play it must have serious use for it. I can’t think of it even as a sideboard option. This I call a trap.


Smite

http://media.wizards.com/images/magic/tcg/products/gtc/rz26vdnqzd_en.jpg

4.0    – Now this is more likely. A great piece of cards that will see play in many decks no matter if the are base white or just splashing for white. It’s cheap, It is effective and it requires you only to have a creature to block one of your opponents creatures. It is that simple. Of course, Flyers and Unblockables are this card’s greatest nightmares. Be careful when playing against Dimir especially to board this one out if he/she plays too many unblockable threats.

Syndic of Tithes

http://media.wizards.com/images/magic/tcg/products/gtc/q67q2d1sma_en.jpg

2.5    – I keep reading this card as Syndic of Tits but that’s an issue of accommodation with the cards name. This card feels Orzhov in flavor but believe me, it is at its best in a Boros deck. It just does what Boros wants. It is a good 2 drop and with a white mana you can just drain opponents for every cheap creature you play afterwards.  Orzhov decks will most often use it as a one time blocker. Boros will get much more use from it, limited wise.


Urbis Protector

http://media.wizards.com/images/magic/tcg/products/gtc/rus5geripy_en.jpg

3.0 – This card is good in limited because it nets you 5 power (4 of it Flying) for just 6 mana and that having two bodies. It is a strong uncommon and can be good in either Boros or Orzhov since it activates Battalion pretty easy and can play both offense and defense pretty easy. The mana cost is what might make it be played not more than 1 per deck, although I feel that 2 of these could be quite strong. Those angels are quite a beating.

Zarichi Tiger

http://media.wizards.com/images/magic/tcg/products/gtc/ndfrirtc6h_en.jpg

0.5    – What, what, the cat? This cat is marginally good in Orzhov decks but it requires a lot of mana investment for a 2/3 that can, from time to time, gain you some life. I would not play this unless I don’t have enough playables. It is just so underwhelming in both its power and toughness status and in its ability. It might be a trap card for new players since they love lifegain so much.


[RED=]ORZHOV[/RED]

Now Its time to make a little incursion with the Orzhov multicolored world where we have a few cards that are definitely  interesting for limited. From what I’ve seen, Orzhov will be the most grindiest of all the guilds and will try to drain the opponent to the last bit of life he/she has and in the process of doing so it will have to slow roll the game for the opponent as much as possible. As a strategy it seems really fun and gives  both players the chance to play with of the cards in the deck but I feel that the Orzhov players will have to hurry up if they plan on winning in time. The decks nature will give its players a feeling that the time is running too fast against them while the only reason behind time passing is the slow-rolling of the deck. The secret behind drafting a good Orzhov deck is to draft as many Extort cards as possible and then drain the opponents for 3-4-5 a turn while stopping his assault. In doing this you will need some key components:

A)    Creatures with High Toughness with relatively  low mana cost
B)    Removal  (both cheap and expensive)
C)    Utility spells that sculpt your opponents hands  (discard, library manipulation)
D)     Extort Creatures  (just creatures because they act both as threats/blockers and as an extort machine)


Alms Beast

http://media.wizards.com/images/magic/tcg/products/gtc/d03hk9ieuy_en.jpg

3.5 – This is a good creature. It comes down as early as turn 4 and gives you a huge body that can help you stop the opposing attackers.  Remember that the lifelink of the creatures it blocks or is blocked by doesn’t matter too much since you aren’t in a hurry to win the game in a few turns. You just need a way to stall. This guy is actually a stalling machine, it forces your opponent to find answers for such a big creature.

Cartel Aristocrat

http://media.wizards.com/images/magic/tcg/products/gtc/cnl8q8ecqe_en.jpg

2.0    – While this is a 2/2 for 2 It isn’t quite relevant for Orzhov since as I mentioned before it would require bigger toughness as much as possible. But still, it is a sacrifice outlet at will and can be useful from time to time just for that ability. I think it is best in a WRB aggressive deck that just waits to make itself known where you can steal creatures with a Threaten effect (Act of Treason) and afterwards just sacrifice the creature you stole with it. It is also good at getting through with the last 2 points of damage. Therefore, WRB aggressive might have its enabler in this creature.

Deathpact Angel

http://media.wizards.com/images/magic/tcg/products/gtc/zdwcgxx5n9_en.jpg

4.5 – This is a Mythic  that will have a huge impact on the board once you can take use of it at full power. As long as your opponent does not have double removal over the course of a turn you will just bring the angel back again and again till your opponent concedes in frustration. It is a mythic in the right sense since it is very hard to deal it, very powerful on its own and fells fully under the flavor of great Orzhov cards.

Executioner's Swing

http://media.wizards.com/images/magic/tcg/products/gtc/yrv7lyjz66_en.jpg

2,0 – This is common removal for Orzhov that is much needed. I know that it looks like that bad RTR common that was used from time to time in decks (Avenging Arrow) but this time around costs only 2 mana and fulfils a much needed role in the Orzhov deck - Keeping its owner alive for the long game. Getting hit first or letting a creature you control get hit or die is quite restrictive but If this is the best we get, we have to make it work somehow.

High Priest of Penance

http://media.wizards.com/images/magic/tcg/products/gtc/tj3ox8eg1z_en.jpg

4.0, – Always play this card in limited if you are Black or White base because It can and it will be a powerful spell everytime it lands on the battlefield. Your opponents will play around it, make weird attack or play their spells in a totally different order so that they can save their best cards but eventually, what this guy does is to prevent the game from finishing fast. Be careful just to play him in the Mid through late game even if you have him turn 2. Your opponents need to know that then can lose really valuable cards if they disturb the High Priest of Penance.


Kingpin's Pet

http://media.wizards.com/images/magic/tcg/products/gtc/tcr4p6r6qv_en.jpg

3.0    – Flying and extort on a 2/2 is very good for just 3 mana. I know I said that Orzhov does not want bears in its deck but since this one has Flying it has quite a relevant upside that can speed up the extort rate with 2 damage per turn.   It is a good card and will be drafted accordingly, in the first few picks. Also, it’s nice that they mention about Kingpin from Spiderman. AMIRITE?

Merciless Eviction

http://media.wizards.com/images/magic/tcg/products/gtc/c004geytgz_en.jpg

4.0    – You will play this card in every Orzhov/Esper deck that you will have in limited because it does something very relevant to the board. It clears out Boros guys, Simic evolvers, Gruul beasts and Dimir rogues. It is such a good card that the fact that it costs 6 mana is not such a big drawback. It is actually pretty splashable when compared to Planar Cleansing which had a huge downside in its triple WHITE cost. The fact that it clears your guys too is relevant but if you can play your game accordingly to it being in the deck you can blow your opponent for so many cards it ain’t even funny.

One Thousand Lashes

http://media.wizards.com/images/magic/tcg/products/gtc/6lh7qy7834_en.jpg

4.0 – One Thousand Lashes has a cool name, it is firstpickable and can win games on its own given enough time. It is the bonquers of removal of this set. It is like Stab Wound  and Arrest had a son that surpassed both in power.  It is 4 mana, but is powerful enough to justify that cost. It might not make constructed because of that cost but It clearly shows itself in limited as one of the most potent removal spells in the format. You drain each turn, the creature Is worthless, you can count it as an enchantment for you shenanigans. Remember  Sphere of Safety ? Well, that card might just be a sleeper for DGM-GTC-RTR draft where you can just draft a ton of white, black,blue enchantments and stall the game till the opponent draws himself out of cards. This card is an enabler of that deck. Till then, it is a powerhouse on its own that will win many games in triple GTC.

Obzedat, Ghost Council

http://media.wizards.com/images/magic/tcg/products/gtc/m2t717ynfw_en.jpg

4.5 – This is what people call Ghost Daddy. He comes into play, he drains your opponent, he attack for  5 and then leaves just to drain again the next turn. Left unchecked and unremoved he will be a huge game for the player having it. Its value depends more on the cards in the deck since on its own he might not be enough to win the game but with a few support cards he will just win and win, and then win some more.

Orzhov Charm

http://media.wizards.com/images/magic/tcg/products/gtc/wxveeg54dm_en.jpg

3.5 – For limited I think it is relevant only to talk about the middle ability  that is a Vendetta on steroids that kills also black creatures. The lifeloss with most of the time be of no big importance since you will just drain your opponents with extort and gain the life back.

Purge the Profane

http://media.wizards.com/images/magic/tcg/products/gtc/vcbilrlqa5_en.jpg

1.0    – This is just a Mind Rot variant which seems quite weaker since one mana more does not feel right for just 2 life. It is borderline playable in some Orzhov or Esper decks.


Treasury Thrull

http://media.wizards.com/images/magic/tcg/products/gtc/zfzyzgcjnr_en.jpg

3.5 – This rare does wonderful things in the late game where it can bring creatures back from your graveyard or a powerful enchantment removal that fell off a creature.  It might be a 4/4 for 6 but with extort and upside Disentomb-like spell it is just another limited bomb waiting to make victims.

Vizkopa Confessor

http://media.wizards.com/images/magic/tcg/products/gtc/87zvag5bon_en.jpg

2.0 – It extorts and in makes opponents discard but the fact that it is just a 1/3 for 5 mana might make him not worthy in most decks. It remains to be seen. We do not know yet which power is relevant for creatures in this format. In RTR, 3 power was the rule and every wall that could not stop that was deemed not good unless it had another upside (Axebane Guardian, Gatecreeper Vine).

Vizkopa Guildmage

http://media.wizards.com/images/magic/tcg/products/gtc/4giis8ijc3_en.jpg

2.0    – Mixing the abilities with a big creature on the table is just ugly for the one standing on the other side. Of course, that’s more of a dreamy situation but this guildmage might have its good parts. I do feel he is better in Constructed and actually It lacks something to be important in limited. We shall see.

Beckon Apparition

http://media.wizards.com/images/magic/tcg/products/gtc/ydyjwxx5nc_en.jpg
0.5 – sideboard application for some decks but it  is quite weak in limited.

Gift of Orzhova

http://media.wizards.com/images/magic/tcg/products/gtc/a9i9v9k80t_en.jpg

3.5 – A beast of an aura yet again, for the Orzhov. This on is like Mark of the Vampire but I feel it is much better since it costs only 3 mana and it gives flying which is much more relevant than another +1/+1. It can race so well it is not even funny and can change Orzhov’s strategy in a glimpse. We will try and attack each turn with its newly transformed creature in order to end the game quickly. It is truly a gift for the Orzhov since it can change its entire strategy. The hybrid cost actually is pretty relevant since it can fit in a number of other strategies (Dimir, Boros, Esper, WRB)

Immortal Servitude

http://media.wizards.com/images/magic/tcg/products/gtc/14gyxtjfad_en.jpg

1.5 – Its limited applications are quite narrow and therefore I think it is just a cute card, nothing more than that.



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END OF PART 1.



PART 2
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                                                                          BLUE


Ætherize
http://media.wizards.com/images/magic/tcg/products/gtc/uyrloq9dnd_en.jpg

3.5 – This is actually better than it looks at first glance. You might think it’s just another Sleep or Blustersquall but this card is definitely more than that. The fact that it can tempo out the opponent that’s trying to race with you is huge and it fits best in Simic where the removal is not that great but you can hit your opponent on the next turn with you fatties. It is just 4 mana and if your opponent is playing Boros or other creature heavy decks he will have to replay 2-3 dudes while you will develop the board quite nicely. Of course, as the format will evolve this will fall into a 2.0 – 2.5 category since having 4 mana up will be quite the sign.

Agoraphobia
http://media.wizards.com/images/magic/tcg/products/gtc/x3nw3d7538_en.jpg

4.0 – You see this card and think that it is just another variation of Sensory Deprivation, maybe with a bit more of a twist. But actually, this card has many applications in GTC limited. For instance it can help you get to the late game, it can help you evolve some already evolved guys and can act as removal for many times in the course of a game. This card is one of the best removal spells for Simic, if not the best since it gives you protection from all those unblockable or flying guys that otherwise you will hardly deal with.  It is so versatile in this format that I will call it first pick material even if I might be wrong. It also enables combo-like situations with evolve guys.

Clinging Anemones
http://media.wizards.com/images/magic/tcg/products/gtc/a34dp8fg4w_en.jpg

1.5 – I know we’ve had some good defenders so far but this one does not qualify for such a category. It is 4 mana, it comes in as a 1 / 4 and it tries to provide blocking for a deck like Simic which already has high toughness creatures. It might be mediocre in Dimir where you will want some protection but the fact that it comes so late into the game and it cost you to invest a full 4 mana for such an effect does not feel right.

Cloudfin Raptor
http://media.wizards.com/images/magic/tcg/products/gtc/ptvrnuyfro_en.jpg

3.0 – I can get behind this evolver. He is, lets say, the Wingcrafter of this set who you will love to play turn one, especially in a Simic but it is also very good in Dimir and has many applications in the turns to come since you can always grow it and encode a spell with cipher onto it. The evasion really puts you in the driver’s seat once this one is out there in the first few turns of the game. Remember Delver? It was kind of hard to get that guy active in limited fast enough. With this one you just need to play creatures which limited is already plenty of. Up till I’ve only reviewed a good number of one drops in this format. Maybe Wizards have learned how to make one drops playable in limited.

Diluvian Primordial
http://media.wizards.com/images/magic/tcg/products/gtc/80msjvqnnz_en.jpg

3.0 – This rare has mostly one side in limited, that of a 5/5 flyers for 5UU but that is definitely not something weak. The fact that you might be able to cast something in your opponent’s graveyard from time to time is just a bonus. In a perfect situation you can cast it, play a removal spell from your opponent’s graveyard for free and win the game with this card. It is though, seven mana, which even in limited is a bit steep to get to but as a finisher, both Simic and Dimir decks will love this card since they already plan on going either midrange or the control route.

Enter the Infinite
http://media.wizards.com/images/magic/tcg/products/gtc/b1ne8elfka_en.jpg
0.0    – I know it is fun and all but just don’t play this card. The ramp is not good enough in limited and after you manage to cast you will most likely mill yourself the next turn if you cannot find that specific “You win the game on the spot” card.

Frilled Oculus
http://media.wizards.com/images/magic/tcg/products/gtc/gu046anask_en.jpg

2.0 – He is niche, and he is a common but boy is he good in a Simic deck. I’d say he is as good or even better than Darkthicket Wolf was in Innistrad. As you can notice he is not a great evolver enabler but he is only 2 mana and can be a 3/5 on turn 3 that can start the pressure on your opponent. His big toughness is relevant because it can help your other evolvers grow. Because he is just good in Simic or Simic related decks he cannot pass the 2.0 test so easily but he will be played a lot in GTC limited. 

Gridlock
http://media.wizards.com/images/magic/tcg/products/gtc/7jucq0zln0_en.jpg

2.0 – Gridlock is the Blustersquall of this set and not Aetherize. Gridlock will have a very powerful presence especially in Simic decks where evasion will not be the deck’s forte. In Dimir deck’s he will be only mediocre because of the so many evasion guys that Dimir provides already. Still, it is also good for earning a turn when the opponent is trying to alpha strike but I wouldn’t pick it first or second unless the pack is really bad.

Hands of Binding
http://media.wizards.com/images/magic/tcg/products/gtc/bkbf3hs2eo_en.jpg

3.0 – Hands of Binding is the best Cipher card period. It is costed efficiently and can be gamebreaking if ciphered on an unblockable dude. It is almost always keep you attacking while your opponents best creature will chill for a while. Being a sorcery is the reason this card is only 2 mana but making this card an instant would not be all that important since the effect is best played as a sorcery since it gets tapped for a longer period of time.
I will always play this in Dimir decks and even in Simic decks will help you a lot if you have an evasion guy that wants to get in as much as possible (ex. Cloudfin Raptor or Krasis Drake or Elusive Krasis)

Incursion Specialist
http://media.wizards.com/images/magic/tcg/products/gtc/6kugs03zvb_en.jpg

2.0 – This card is intended to be played especially in Dimir decks since this time around the secretive guild is all about evasion or mill but it is actually a good reliable card in simic decks also because card advantage won’t be a problem for simic decks and playing at least 2 spells a turn won’t be that hard since you will have creatures and spells with relatively low cost. A 3/3 unblockable will be very hard to deal with. I think that in a game, whether you are playing Dimir of Simic he will turn into an unblockable creatures at most 2-3 times. But I think that is relevant enough to play him. Still, not first pickable and definitely not a game changer.

Keymaster Rogue
http://media.wizards.com/images/magic/tcg/products/gtc/100a9dio61_en.jpg

3.0 – This guy really is an unblockable menace, ready to win many games for you. Even a 2/2 unblockable is a real clock for an opponent but you have a 3 power unblockable things change drastically. At the point you cast him, your opponent will start racing you since he knows that only a removal spell will save him and even if he has one he can’t risk letting you get to later turns where you can just play other evasion guys and defeat him. His downside is definitely tricky since it will most of the time be a disadvantage but there will be some games where this will be relevant. That is with creatures that have ETB (enter the battlefield) abilities. I will let you guys search for those – he is like Faerie Imposter where she would return a Detain guy a play it again on the same turn or on the next one.

Last Thoughts
http://media.wizards.com/images/magic/tcg/products/gtc/meayfn8y2b_en.jpg

1.5    – What does Blue want most of the time? Card advantage is the answer. Well, the tricky part is that you need to have at least one guy to pass through with this encoded onto him in order to get some value out of this card. A simple cantrip for 4 mana isn’t gonna cut it but be sure that when this is paired with some of the creatures in Dimir’s arsenal it will bury you in card advantage and help you win from there. These Cipher cards are really tricky to design since any mistake in the mana cost can make overpowered cards.

Leyline Phantom
http://media.wizards.com/images/magic/tcg/products/gtc/uhd7veq7bi_en.jpg
2.0 – This one is just an Evolve enabler that keeps growing your early plays turn after turn. He can also play defense quite well since it will hold most of your opponents guy back for a turn or two. He has a role in the next limited season but I’m not sure he’s gonna make a lot of decks. Maybe only the needy ones.

Metropolis Sprite
http://media.wizards.com/images/magic/tcg/products/gtc/nxohv3sgd9_en.jpg
2.0    - - You all remember Welkin Tern and how good that card was in Zendikar, right? It was only average in M13 and now it returns in another form, that of a faerie that wants to be able to block 1/1 and not die. It also gained the ability to block overall because the Tern had that as a downside. This one has a downside of always paying U when trying to be aggressive but I think that’s more than fine and can make this card good . You should take into account that she is an evasive creature for the Dimir deck that comes down early and can be encoded with crazy cipher spells. As the format will evolve she will be more la 2.5 – 3.0 I think since she will be an invaluable piece of Dimir decks.


Mindeye Drake
http://media.wizards.com/images/magic/tcg/products/gtc/r5wg9ip3a1_en.jpg
3.0 – This flyer is amazing both for Simic decks since it can evolve most of the creatures and in Dimir where if you go for the Mill plan we will help you a lot in getting there by holding down the offense and hitting the opponent for the last five cards. Rembember that you can kill/sacrifice him if needed so that the last cards in your opponent’s library will be put into his or her graveyard. Legit flyers that will be first picked from time to time.

Rapid Hybridization
http://media.wizards.com/images/magic/tcg/products/gtc/wb71jk0gzt_en.jpg

2.0 – This is the bomb removal of the set. It doesn’t matter what your bomb does, he just gets you a vanilla instead. Be sure you are prepared to block the Frog Lizard cause it will be very angry because it lost its great form (creature that was destroyed) and became such a pathetic creature. Actually, if you play this in you deck, I think you should be playing Simic. For Dimir there are definitely better removal spells and also, dimir does not block well those 3/3’s. This card will also come in handy in 4-5 color decks when the time is right but right now he is just a bomb removal that gets rid of that Obzedat and gives the opponent a 3/3. In some cases, you can also target one of your removal targeted creature so that you can still put the pressure. I doubt that will happen too often.

Realmwright
http://media.wizards.com/images/magic/tcg/products/gtc/3sxhp1fq4s_en.jpg

1.0 – This guy is a one drop I would not like to play in Limited. The only place I see it mediocre or good is in DGM-GTC-RTR draft where he can help enable some 5 color decks. Still, do not play this card because it’s effect isn’t good enough to justify a 1/1 for 1.

Sage's Row Denizen
http://media.wizards.com/images/magic/tcg/products/gtc/zz2xe2fvnv_en.jpg

1.5 – Seems like all the Denizen’s have something to do with entering the battlefield of other creatures of the same color. The white one tapped a creature, therefore was good in aggressive decks. This one mills the opponent for 2 each time, therefore making it good in a grindy deck. He is not good enough even in the mill deck, I think, since you will need at least 6-7 blue creatures besides him in order to make him work which I doubt it will be at all times possible especially with to many spells to cast in a Dimir deck. But if, and only if, you manage to draft multiple blue denizens, you should try and build around them. Having 2-3 on the battlefield at the same time and playing 1-2 creatures afterwards will get you the advantage much needed in a long game. There are many ways to mill your opponent in GTC, this one feels subpar when compared to the others.

Sapphire Drake
http://media.wizards.com/images/magic/tcg/products/gtc/vs36u27da0_en.jpg

4.0 – This card is the real deal. I know it is good only in simic but it is very good in that deck. You will have a bunch of do nothing evolvers that will lie on the table and wait for something to happen but when this guy will hit down, all of your 6/2 , 1/3, 2/3 evolvers will go unleashed. He is, in itself a great card being a 4/4 for just 5U being also easy to splash. It is perfect for Simic decks but he will also be played in Dimir decks.

Scatter Arc
http://media.wizards.com/images/magic/tcg/products/gtc/585imaplro_en.jpg

0.5 – the cost and the effect is not good for limited. Most of the time you will have to wait with it in your hand for your opponent to cast any spell. He is just a sideboard card and might be slightly better once Dragon’s Maze hits.

Simic Fluxmage
http://media.wizards.com/images/magic/tcg/products/gtc/oyknlk2j2x_en.jpg

2.5 – This evolver actually helps the Drake I talked about earlier to be even better. He can give +1/+1 counters to any creature which is relevant. It works mostly in Simic but he will also be good in making your 3/2 unblockable a 4/3 unblockable or this sort of shenanigans.

Simic Manipulator
http://media.wizards.com/images/magic/tcg/products/gtc/mcyzhgmlwb_en.jpg

3.0 – Play it. It is a 0/1 that can steal at least 1-2 creatures during a game. He is better when you can protect yourself with other creatures since he will have some other work to do. Be careful that he requires you to play a relevant number of creatures in order to make it work. I would suggest going Simic only,  if you draft this guy. He needs beef around him to feel safe.

Skygames
http://media.wizards.com/images/magic/tcg/products/gtc/b1tan9rt21_en.jpg

1.5 – This land enchant isn’t that great. He is cheap, he will be played from time to time in Dimir decks when encoding something good is a must and there are no evasive creatures on the table but it will still be a card in your deck that won’t help build up a table. I’m sure that people will learn how to play with this card in this format and it might jump to 2.0 but for the moment, when the format is young, this card won’t feel at home in any deck. (I know that making your 6/2 evolver a flyers is great but that’s just a situation where everything goes according to plan)

Spell Rupture
http://media.wizards.com/images/magic/tcg/products/gtc/5qkxz95nqc_en.jpg

1.5 – A better counterspell couldn’t have been printed in the set…for constructed. This card might be good in Bant control but since we’re talking about Limited I must say I am quite disappointed by this card since it will be good but only in very specific cases, when you already have a creature on the table (and actually a big creature). It is almost never good in Dimir since all your guys are 1 or 2 power and in Simic it should be good but it might not make the deck most of the time. I just see outclassed by other cards and when talking about counterspells, there is a Dimir counterspell that should be good in limited.

Stolen Identity
http://media.wizards.com/images/magic/tcg/products/gtc/k9uaahs7dv_en.jpg

3.5 – This is a very powerful cipher card (explained by its rarity also) because it can make you unblockable dudes each and every turn or why not just attack with an unblockable or flyer and get more big blockers on the battlefield. Even without ciphering this card can be quite good on its own since it will almost always copy the best creature out there. I must remind you that it can also copy creatures on the opposing side of the battlefield so that if an opponent got his bomb you can also play with it.

Totally Lost
http://media.wizards.com/images/magic/tcg/products/gtc/yanzr91jbp_en.jpg

2.0 – This card is tempo oriented and since it is a common it will come more frequently in limited than Vanishment came a few sets ago and it can be quite relevant using Dimir’s Mill cards since you will be able, to get rid of that annoying Nonland Permanent your opponent is playing for good. I rated it a 2.0 because it will not be very useful in all situations (such as a battalion of 4 attacking you for lethal) but it will create tempo swings from time to time and that’s part of why Magic is fun.

Voidwalk
http://media.wizards.com/images/magic/tcg/products/gtc/wmy6mm5ncr_en.jpg

1.5 – Such an effect could be good if the set has many enter the battlefield creatures but as is there aren’t so many and therefore it might just be useful to reset some evolved guys, to get rid of some tokens and to free a creature you control from an opposing enchantment. It won’t be played that frequently but in certain decks can really come in handy if it can be supported by the rest of the cards.  As any other cipher card (except 1-2) it is a bit overcosted as an effect but can be powerful enough to be played.

Way of the Thief
http://media.wizards.com/images/magic/tcg/products/gtc/zojrtczz5t_en.jpg

1.5 – This card reminds me of Tricks of the Trade from M13 which had a role in that limited format. In this one it has a much bigger role since it can be used by the Dimir to fully take advantage of the Cipher ability. The “control a gate” clause will mostly affect the decisions of players to pick this card early since they will not know for sure if their deck will get any gates or if they will need any. Surely, this card justifies playing at least one guildgate but without 2-3 pieces a deck won’t be able to fully take advantage of this enchantment.



SIMIC

Finally I get to talk about Simic which is not only my favourite Gatecrash guild but also has the most fun mechanic of the set and can enable Johnny types of play for those interested in that. Another great aspect about Simic is their creature types which vary a lot, like a LOT LOT, and make Magic much greater than it already is. I can say it, when I saw a fish mutant creature type I thought that they wouldn’t go further but they made so many other weird combinations like Fish Crab, Frog Lizard and more. Using Master Biomancer, a turle card and a card that has every creature you have in play a ninja, you can actually have a Mutant Ninja Turtle on the battlefield and that my friends, is awesome.
Regarding the Simic gameplay it seems like it tends to want to overextend which is bad in constructed but in limited in does not matter all that much. It rewards players for knowing when to play certain creatures and how to use the Evolve mechanic to its maximum potential. The strategy is more midrange-oriented and more often than not it will go for the long game. It  is not aggressive enough to win any game on the first 4-5 turns but can start winning as soon as turn 6.(in normal game that is where mana screw is no ones problem)
In order to have a good Simic deck one needs to assemble:

A) As many evolve creatures as possible
B) Tempo oriented cards (Gridlock, Aetherize, Hands of Bind)
C) Card drawing engines (cipher cards, cantrips, card drawers)
D) Tricks (not only combat tricks but also metamorphing spells, counter movers etc)


Biovisionary

http://media.wizards.com/images/magic/tcg/products/gtc/m45basnlm5_en.jpg

1.0 – In limited it will just be a 2/3 for 3 multicolor mana. It is just not worth playing it since there are better creatures at the same mana cost or even cheaper. If, however you do get the rare spell that puts a token of a creature on the battlefield you can try and have fun with such a deck but you will have to side out these pieces against Boros or other aggressive strategies.

Drakewing Krasis

http://media.wizards.com/images/magic/tcg/products/gtc/8dykso0jvs_en.jpg

3.0 – Flying and Trample on the same creature? Why 2 forms of evasion? The trample seems rather useless but hey, it can come in handy when the opponent has a 2/1 flyer and 2 life left. It also comes in handy when trying to put together a RUG deck and you can pump with +5/+4 your 3/1 Flying Trampler. Well, this creature, at the exact same mana cost as Biovisionary, does much more than him. It’s a 3 power flyer for 3 mana. Pick them while they are hot.

Elusive Krasis
http://media.wizards.com/images/magic/tcg/products/gtc/yszmf4t45e_en.jpg

4.0 – I am really excited to write about this card. I am little biased when grading it since it is definitely my favourite card of the set by far and I feel it is also very powerful, limited-wise. It lands down as a 0/4 wall that does not have defender and with each and every turn that passes it becomes such a big threat that it will be able to win the game on its own. It abuses both cipher, evolve and bloodrush and I feel it will enact the BUG or RUG deck of the format where it will be a powerhouse. I will almost always first pick this card, even over some good rares. It does not settle you directly into Simic since it is such a great beater and defender. I just love it.

Fathom Mage
http://media.wizards.com/images/magic/tcg/products/gtc/akz61fr8xd_en.jpg

3.0    – The Fathom Mage is surprinsingly powerful in limited. I think we will have to wait and play with it. If this card survives at least 1 turn, it gains you back the card you lost and if the opponent does not use a card of his own to remove it, it will continue to grow and draw you cards. It is a card advantage engine that is much needed for the Simic Deck. If you find ways to put more counters on it in one turn it can be as powerful as Zegana.

Hydroform
http://media.wizards.com/images/magic/tcg/products/gtc/t9dognx636_en.jpg

2.5 – Hydroform is such a card that is hard to rate. I’m sure it will be a key part of the RUG deck that revolves around Bloodrush and Simic cards along with Simic Charm, Elusive Krasis, Drakewing Krasis and others. With Hydroform and a Giant growth effect you can just get 6/6 flying damage to your opponents face out of nowhere. It is definitely not a bad card. Most of the time it will be Skullcrack like effect (3 to the face) but at times it will kill a 2/2 flyers, a 2/3 crab or trade with a 4/3, 5/3 etc. I find it better in RUG because Gruul does know how to deal with extra lands they’ve got (see Guildmage, Borborygmos)

Master Biomancer
http://media.wizards.com/images/magic/tcg/products/gtc/k7puv0lf7s_en.jpg

4.5 – Now why would anyone not play this if they are already in Green and Blue. Its effect is so powerful that with even the tiniest of creatures you can take the game just like that. Play this dude everytime you get a chance. He is a limited master.

Mystic Genesis
http://media.wizards.com/images/magic/tcg/products/gtc/ib4pqypnny_en.jpg

2.0 – I know that counterspells aren’t that great in limited but this one has real potential, especially against controlling decks. If you have one of these against a powerful bomb your opponent is trying to play, it will just win you the game. If the opponents has a swarm of creatures, be careful to cast it on a powerful spell play that he/she might play. Of course if he continues on playing creatures you should just counter a creature card in order to not get that far behind.

Nimbus Swimmer
http://media.wizards.com/images/magic/tcg/products/gtc/mra4eudez4_en.jpg

3.0– This creature is actually something like “create your own flyers” and is very powerful in decks that can afford playing the colors. I think it is first pickable and can take over the game quickly. It is a much powerful Sliming Ooze but it lacks the power of populate behind the Ooze which might actually give it a bit more edge over this card. Still, a 3.0 well deserved for this one since with enough mana invest it will just give you the game.

Prime Speaker Zegana
http://media.wizards.com/images/magic/tcg/products/gtc/9js3k7phym_en.jpg

4.0 – Zegana is something to really be afraid of. She is strong, and I think that it will almost always reset your hand by drawing 4-5 cards when entering the battlefield. With so many great evolvers, by the time she comes into play, you should already have at least a 4/3, 3 / 4 creature on the battlefield. The fact that she’s extra beef is a bonus. On her own might not be that good but with the card advantage she guarantees I can’t give her less than 4.0. The mana cost is the most restrictive part of every guild leader and thus cannot be awarded more than this grade.

Shambleshark
http://media.wizards.com/images/magic/tcg/products/gtc/ad2buftts7_en.jpg

2.5 – everyone was talking at some point about this card and how it can affect a board state. The thing is, he will be able to turn some 1/3’s into 2/4’s on the spot and that is relevant for limited since trading creatures is a huge part of it. This tiny little fellow will surprise a lot of players when he’ll hit play and after a few turns he will also start beating as a 4/3 or greater. Do not forget that he can be a surprise 3 power attacker on turn 3 if you play it at end of turn 2 and immediately follow it up with another creatures.

Simic Charm
http://media.wizards.com/images/magic/tcg/products/gtc/qn5e3tjtlk_en.jpg

2.5 – Maybe this charm is not constructed worthy as many point out but its flexibility will certainly prove itself in limited. All three abilities are relevant here and can be a great tool for different moments of the game. Does your opponent try to remove one of your creatures? Give it hexproof. Does your opponent also has a pesky flyers out there and won’t let you get it for the last hit? Bounce it back to hand. Do you still need 3 more power to win the game? Give it +3/+3. Even if your opponent thinks of trading creatures you can prove him wrong by using your Giant Growth on your creature.

Unexpected Results
http://media.wizards.com/images/magic/tcg/products/gtc/byricomkdk_en.jpg

0.5 – I will almost never play this in limited. It sounds great and all but consider it just a ramp spell most of the time after the 4th turn and basically a chance you can take by playing the library lottery. It is too much risk in making it work that it is just a cute and fun card but that’s all. You can play with it in the Prerelease, maybe it will get you that one 7-8 drop as early as turn 4 but by simply making the math, the chances of you hitting that are quite slim and playing turn after turn the lottery till you hit a non land card can be something not powerful enough. Also, think of this and an X spell, like the “build your own flyer” we talked about earlier.

Urban Evolution
http://media.wizards.com/images/magic/tcg/products/gtc/byrseahxfw_en.jpg

3.0 – Card advantage? 3 card for 5 mana and the possibility of getting to seven mana a turn earlier? Thank you very much. I will first pick this one if nothing else seems overpowered. It is first pickable since its card advantage in a deck that desperately needs the card advantage to be able to be on par with the other guilds. The fact that it lets you play an extra land is just a bonus that can come in handy from time to time. This card is good not only in Simic but also in BUG and RUG where it can help you ramp to bigger threats.

Zameck Guildmage
http://media.wizards.com/images/magic/tcg/products/gtc/7h4ianmut1_en.jpg

4.0 – This Guildmage is very good in limited. He is one of the best mana sinks there is. It fulfils 2 very important roles in the simic deck. One is drawing cards, the other one is beefing up your creatures. If he is ever passed to you than Simic might just be open even if it’s pack 4 and you did not see any relevant Simic cards. He is an enabler and fulfils as I said, two of the 4 points of making Simic work. All you need is some mana to sink, not even that much since you will already have some evolved creatures when you will try to use it. A good place to start with him is to use him to evolve your 2 or 3 drop on turn 4 and also draw a card on the same turn.

Biomass Mutation
http://media.wizards.com/images/magic/tcg/products/gtc/ny6mtaygmr_en.jpg

5.0    – I might be mistaking but I can’t rate this card any lower than 5. It fits in almost all decks in the format and has the most bomby effect of the all by turning all of your creatures, at INSTANT SPEED, into big monsters if you get to 6-7+ mana. Another fun part about it is that +1/+1 counters will stay on it even after your creatures metamorph. This spell is a metamorphing spell that gives a huge boost in power to Simic.

Bioshift
http://media.wizards.com/images/magic/tcg/products/gtc/tth5um1bl2_en.jpg

1,0 – Bioshift has the potential to do some crazy shenanigans but without playing evolve guys it will just be a blank card. You can do powerful things with it but it requires a lot of building around and I’m not sure it is worth it. Probably some of the best cases scenario involves drawing more cards with Fathom mage, Growing Elusive Krasis or some other unblockable, flying creatures. These should come as late picks and the Simic player can grab one as it’s 23rd card. It ain’t that awesome though without proper arrangements which need to be learned as the format evolves.

Merfolk of the Depths
http://media.wizards.com/images/magic/tcg/products/gtc/lerob5qo3b_en.jpg

1.5 – Kind of a bad card, useful only in Simic where It can blow out your opponent by Evolving at the same time more than 1-2 creatures. That 4 power on it has the potential to do so. Otherwise it is really not that impressive. The flash should not have made it a 6 drop. At 5 mana it would have been much better.

----------------------------------------------------------------------------------------------------------------- END OF PART 2

211

(11 replies, posted in Evenimente)

Sunt de acord si eu cu Flo insa trebuie sa vedem si cealalta latura. Sunt oameni care nu joaca Standard pentru ca prefera seturile mai vechi care din nou mi se pare o tragere pe cur.
Fiecaruia ii place Magic-ul pentru diverse motive insa cred ca ar fi frumos daca am putea tine si Modern, EDH, Legacy (I'm dreaming) in Cluj. Insa, daca e sa ne luam dupa posibiltatile materiale, abia ne permitem un deck de standard dupa ce trade-uim o gramada. That's how shit works here and now. Poate candva...

212

(11 replies, posted in Evenimente)

Bogdish wrote:
Silviu wrote:
Bogdish wrote:

Imi puteti explica ce este vintage?

Toate cartile din istoria Magicului mai putin seturile Unhinged si Unglued.
Sunt cateva carti banate sau restrictionate. Google it si o sa gasesti info

Sounds nice.Mersi!

Sounds expensive (de aia si regula cu proxy ca nah...n-are toata lumea Mox Sapphire, Ancestral Recall etc.

Totusi, unul din cele mai puternice arhetipuri in Vintage este Stax, bazat in jurul unor artefacte care incetinesc jocul adversarului incredibil de mult si il bate cu Slash Panther, ultima care jucabila in Vintage din ultimii ani. (ma rog, or mai fi si altele dar numarul lor este cat se poate de mic)

213

(182 replies, posted in Taverna)

Trec eu pe acolo sa le aduc:)

214

(221 replies, posted in Noutăți)

Guildmage-ul de Orzhov are combo infinit in standard cu Exquisite Blood. Tot ce iti trebuie sunt cele 2 carti, 5-6 mana disponibile si o carte cu extort pe masa.

Ca si guildmage-ul de Dimir care are combo infinit cu Jace, Memory Adept ( de unde si cresterea de pret a lui Jace).

E adevarat ca's usor de manipulat de catre oponent dar cineva sigur va incerca ceva deck de combo ceea ce ma bucura.

215

(221 replies, posted in Noutăți)

Ultima mitica si inca 2 rare:
http://forums.mtgsalvation.com/attachment.php?attachmentid=138915&d=1358446881

Si o necomuna buna pentru Limited. Ajuta Simic sa creasca o parte din creaturi si e foarte buna si cu Gruul.
http://forums.mtgsalvation.com/attachment.php?attachmentid=138917&d=1358448835

216

(221 replies, posted in Noutăți)

e destul de mediocru. abilitatea cu landul iti mananca 4 landuri si daca adversarul are un 5/5 e aproape moarta abilitatea (desigur poti avea ceva cu bloodrush da iar trebuie mana).
Fara sa cunosc guildmageul de la orzhov zic ca ordinea ar fi cam asa:
Limited: Vitu-gaazi > Rix Maadi > new prahv > Simic  (am uitat cum ii zice) > Skaarg

Constructed: Duskmantle > Simic si atat

217

(131 replies, posted in Evenimente)

Spoook wrote:
singerete wrote:

Preferabil mai gasiti un om, serios, in 37  e nasol. Poate facem o cheta pentru Gyula sau ceva.

Frumos gand....desi nu cred ca nu as permite sa particip.. pur si simplu nu vad rostul sa platesc si sa raman cu cartile respective cand oricum nu le joc.. mai bine le-as vinde/as juca pt altcineva incat cartile sa ajunga in maini bune smile

Sugerez sa aplici metoda lui ciobi. Participi cu banii tai si premii+ carti valoroase le dai apoi celor din comunitate pe bani sau pe boostere pt a participa la evenimente ce vor veni(daca se mai accepta plata in boostere+bani)

218

(221 replies, posted in Noutăți)

Si inca o carte buna pentru EDH si limited:

http://forums.mtgsalvation.com/attachment.php?attachmentid=138660&d=1357838092

In EDH e chiar foarte tare si cuplata cu Deadeye Navigator face jocul tau mult mai puternic.
In ziua de azi poti cupla aproape orice cu Deadeye Navigator si iese o combinatie buna:)

219

(221 replies, posted in Noutăți)

BinaryLatin wrote:

Prima data verifica care e cea mai mare creatura de pe teren. Wolfir fara soulbond e 4/4 , deci intra cu 4 countere . Dupaia in functie de cum pui stack-ul se face soulbond si  ETB trigger , deci 9/9 si trage 9 carti.

Cred ca totusi tu pui abilitatile pe stack si alegi sa se faca cea a lui Zegana ultima.
We need some judge help.

220

(221 replies, posted in Noutăți)

Silviu wrote:
TudorGrigoroaia wrote:
Silviu wrote:

Thragtusk->Zegana...cred ca aia in cel mai prost caz e "Draw 3, put a 4/4 onto the BF" hmm
Atata goodstuff.dec peste tot devine boring intr'un punct.

Nu trage carti egal cu numarul de countere ci cu power-ul ei, prin urmare va trage 4 carti daca e numai tokenul de la Thrag pe masa. Is niste subtilitati care conteaza in ansamblu.

your point? vb de worst case scenario

Pai nu tot 4 trage daca iti omoara cineva Tuskul?

221

(221 replies, posted in Noutăți)

Silviu wrote:
TudorGrigoroaia wrote:
Silviu wrote:

Sunt singurul care a fost putin dezamagit de Zegana? E puternica si permite niste lucruri destul de faine.
Dar in acelasi timp parca e destul de vanilla...

Mie chiar imi place mult cu toate ca pare vanilla. In acelasi format cu Restoration Angelsi alte carti (poate chiar Nephalia Smuggler...i can dream) e mult value. Plus, nu e ceva fenomenal sa o vezi castata dupa Thragtusk in standard (6 carti, on the spot + 6/6)
E foarte interesanta cu Wolfir Silverheart (13/13 - trage 13).
Beef and Cards, what more do we want. In cel mai rau caz isi face un cycle de 6 mana si pune un blocker.

Thragtusk->Zegana...cred ca aia in cel mai prost caz e "Draw 3, put a 4/4 onto the BF" hmm
Atata goodstuff.dec peste tot devine boring intr'un punct.

Nu trage carti egal cu numarul de countere ci cu power-ul ei, prin urmare va trage 4 carti daca e numai tokenul de la Thrag pe masa. Is niste subtilitati care conteaza in ansamblu.

Poate nu conteaza atat de mult cu Thragtusk beast token dar de exemplu cu Wolfir Silverheart, daca ar fi sa traga egal cu nr de countere, ar trage 8 carti, insa cu clauza equal to its power trage 13. Visez aiurea...ce sa cauta wolfir cu zegana...makes no sense in a deck.

Stiti cu ce 6 drop face pereche buna? Cu Deadeye Navigator. Pay 1U : draw 6 cards. smile)

222

(221 replies, posted in Noutăți)

Silviu wrote:

Sunt singurul care a fost putin dezamagit de Zegana? E puternica si permite niste lucruri destul de faine.
Dar in acelasi timp parca e destul de vanilla...

Mie chiar imi place mult cu toate ca pare vanilla. In acelasi format cu Restoration Angel si alte carti (poate chiar Nephalia Smuggler...i can dream) e mult value. Plus, nu e ceva fenomenal sa o vezi castata dupa Thragtusk in standard (6 carti, on the spot + 6/6)
E foarte interesanta cu Wolfir Silverheart (13/13 - trage 13).
Beef and Cards, what more do we want. In cel mai rau caz isi face un cycle de 6 mana si pune un blocker.

223

(221 replies, posted in Noutăți)

TehAuthor wrote:

Gyre Sage = turn 7 Worldspine Wurm

Turn 1 mana dork
Turn 2 Gyre Sage
Turn 3 Borderland ranger + 1 counter pe Gyre Sage
Turn 4 Restoration angel + 1 counter pe Gyre Sage flick in ranger
Turn 5 Thragtusk + 1 counter pe Gyre Sage
Turn 6 Thundermaw Hellkite, Prime Speaker Zegana, Thragtusk + 1 counter pe Gyre Sage
Turn 7 Worldspine Wurm

Si most of the turns esti cu mana deschisa pentru ceva answers

Bineinteles in cazul ideal in care iti vin si nu esti mana screwed si nu joci vs control sa iti rada masa

Magic Christmas Land...we've all been there!

224

(40 replies, posted in MTG Targu Mures)

fistyke wrote:

Serios, numai 14 oameni? Cluj, Brasov, unde sunteti?

Sesiune:(...

225

(535 replies, posted in Taverna)

Dorin wrote:

nu stiu voi, dar eu nu stiu exact in ce topic sa poztez... Mai dam vre-un draft de RTR pina la PRE ? big_smile

Ma cam indoiesc. Toata lumea asteapta cu nerabdare GTC.